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Watch trailer on Steam ↗Runeveil
dicehit · Published by dicehit · Official site ↗
Very Positive — 89% positive (57 reviews)
Last updated 8 Oct 2026
Sequencer Roguelike. Enter the Arena as an elemental wizard, craft powerful rune chains, and break the game with wild artifact synergies. Beat all trials, defeat the Sin Kings, and ascend to godhood. Magic is chaos, order is power!
£9.99
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Price history
Indie, Strategy, Early Access, Casual · 2026 · More £5 - £15 games
In Runeveil, wield elemental powers as an elemental wizard, crafting intricate rune chains to outmaneuver Sin Kings. Navigate the Arena, unlock powerful artifacts, and ascend through trials of magic and strategy.
About this game
Runeveil is a roguelike deckbuilder where your strategy isn't just about what you play, but how you sequence it. Step into the shoes of powerful 7 Elemental Wizards and travel through various Arenas.
Your goal: Beat the 7 Sin Kings in the 7 Unique Arena, and survive the escalating chaos.
Unlike traditional card games, where you play one card at a time, in Runeveil, you play the whole hand, where the sequence of the runes is the most important.
MASTER THE SEQUENCE
Combat is a puzzle of destruction. Place your runes in a specific order, and watch them trigger for a blasting combo!
BREAK THE GAME WITH SYNERGIES
It’s not just about runes. Collect ancient Artifacts, use magical Potions, and apply Enchantments to your runes. Stack multipliers, trigger infinite loops, and create a build so powerful that even the Arena Kings tremble.
CHOOSE YOUR OWN REWARDS
You can see your fight rewards from the beginning. Start your strategy to build the ultimate deck from the start!
RUNEVEIL EARLY ACCESS COMES WITH
4 playable wizards (Nature, Fire, Water, Arcane)
3 Sin Kings with 7 ascensions (Sloth, Lust, Greed)
40+ enemies to be fought
200+ fully implemented runes
100+ artifacts
50+ potions, scrolls, enhancements
INSANE REPLAYABILITY
7 Unique Arenas: Each arena features its own kingdom, distinct enemy types, mini-bosses, and a challenging final Boss.
Ascension System: Beating a trial is just the beginning. Unlock higher Ascension levels for each Arena to face difficult modifiers and stronger enemies.
Unlockables: Improve your collection and discover new runes and artifacts with every single run.
Deep Progression:
Wizard Evolution: Level up your specific elemental wizard to unlock unique skill trees.
Global Meta-Progression: Earn experience across all runs to unlock a global talent tree that benefits all your characters.
KEY FEATURES
Sequence-Based Combat: A fresh take on deckbuilding where placement and order define your damage output.
Magical Arsenal: Play as 7 different wizards, each with unique mechanics and playstyles.
Relic Hunting: Hundreds of artifacts and items that fundamentally change how your runes interact.
Roguelite Depth: No two runs are the same. Procedurally generated trials ensure endless challenges.
High-Stakes Trials: Conquer 7 increasingly difficult trials to prove your worth in the Arena.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10 or higher
- Processor: Intel® Core™ i3
- Memory: 2 GB RAM
- Graphics: Intel HD Graphics 3000 or better
- DirectX: Version 8.0
- Storage: 1 GB available space
- Additional Notes: 64 Bit Only
Supported Languages
Latest news
Patch NotesOfficial
Runeveil 0.7.5 Patch Notes - Wizard Balancing
Hello all! We are back with another Runeveil update! This time with a new arena! There is also a big overhaul about the starting decks for all mages, the game should feel a lot better to play. We also touched the difficulty a little, so if it's too hard or easy, please let us know. There is also 2 new temporal wizard runes, as well as a bunch of balance changes, new art and visual changes overall. System Change: Starting Deck Overhaul- Standardized Starting Decks: All wizards now start with a refined 10 card deck featuring a 2-2-2-2-2 split (2 Strikes, 2 Blasts, 2 Shields, and 2 copies each of two class runes). For example, the Water Mage now starts with 2 Strikes, 2 Blasts, 2 Shields, 2 Siren Songs, and 2 Anchor Drops. This replaces the old 3-3-3-1-1 format, which made early game feel bland at times.- Early Game Rerolls: To improve early game consistency, every wizard's starting deck now features a way to generate Rerolls! (Note: The Water Mage is the exception here, as their kit already possesses a lot of inherent rerolls).👑 New Arena: Envy ArenaWelcome to the Envy Arena, better not have shiny stuff! This arena dramatically decreases your chances of seeing Epic and Legendary loot in the shop (up to a massive 75% chance at Ascension 7) and damages and sabotages you for triggering high rarity runes and artifacts. Commons are the way to go!⏳ Temporal Mage AdjustmentsTemporal Mage’s starting relic will not have any max HP (machines are fragile!). The negative damage is now less, but there is a small amount of negative multiplier.Starting Relics- Rusted Chronometer (Starter): Pickup: +1 hand size. +50% Gold, -50 damage and -0.15 mult per stage.- Flawless Chronometer (Upgrade): Pickup: +1 hand size. +65% Gold, -35 damage and -0.1 mult per stage.New Temporal RunesA rune to help you stack an age rune better while staying alive, and other one so gear decks can tech a couple age runes and be strong!- Stasis Field (Rare Attack): 200 Damage. Effect: If your next rune has Age,...Read full article on Community Announcements (rastabarkan)Patch NotesOfficial
Runeveil 0.7 Patch Notes - Temporal Mage!
Hello everyone!We, as dicehit, are going through a very busy time, with our new game Bug Cleaners being just around the corner and our next game, Check Please! just announcing. But we are always very excited to share Runeveil content with you guys, and the best content to share is a new wizard! Our newest addition is our bio-mechanical friend, the Temporal Mage!---New Class: The Temporal Mage* The Temporal Mage has arrived! Create huge chains with Gear runes, hoard Age runes for delayed payoffs, and make sure you remember what Delay effects you are using!* Unlock Condition: Reach Turn 7 at least 15 times across all runs.---Gameplay & Trait Updates* The Blind: Fixed a bug where this trait was not functioning correctly. It will now properly hide enemy HP and intents (Effect: Draft 1 Epic rune and Gain +1000 Max HP. You cannot see enemy HP and intents).* The Hoarder (Gameplay Altering): Deck size threshold reduced to 30 runes (was 40). Effect remains the same. It was too difficult to reach, let's see if we have to readjust it again.---Act 3 & Enemy Balancing* Act 3 Difficulty: Enemy health pools have been significantly reduced, and enemy damage output has been slightly reduced across all Ascensions. Act 2 used to be the place where a lot of our players dropped, but now it's Act 3, which is fine, but finishing runs almost became a thing of the past. * Flesh Amalgam: Base shield gain has been reduced. Very frustrating enemy to fight against, and has a high kill rate.---Rune Balance ChangesFire* Firewall: Added the "Unique" tag. A couple of these in a build deck and you are invincible. Shouldn't be.WaterShield builds feel very weak if you don't have specific runes, this does not fix that BUT is a step in the right direction. Next patch will be better, I promise, water fans.* Winter's Grasp: Damage threshold scaling increased to +400 damage when Shield > 999.* Hailstorm: Card type corrected. It is now properly classified as a Support rune instead of an Attack rune.* Trench...Read full article on Community Announcements (rastabarkan)Patch NotesOfficial
Runeveil 0.6.2 Patch Notes
Roadmap Reveal & VFX Polish- The Runeveil development roadmap is officially live! We are excited to share our timeline through Q1 2027, featuring the upcoming Temporal Mage, Blood Mage, and brand new Arenas. In addition to this roadmap, we will be dropping new art, balance changes and bug fixes as we have them ready.- We have also implemented a massive VFX and Combat Feel update. Card triggers are now much clearer, and damage/scaling numbers will physically fly to their correct targets to make tracking combat significantly easier. Try out the game and let us know how it feels! Economy Updates- Shop Rune Costs: All rune costs in shops have been reduced by 25% (except Legendaries) across the board because gold is scarce, and picking up essential runes shouldn't feel bad.Starting Relic Adjustments- Seed of Life (Nature): Max HP gain increased to +600 per stage (was +500). Gold gain remains at 35%. Fire Rune Changes- Flame Arrow: Base Burn inflicted increased to 3 (was 2). Supported trigger remains at 7 Burn.- Flame Alchemy: Cycle effect now inflicts 7 Self Burn (was 5), making the rune fully self sufficient to activate its gold payout.- Magma Strike: Damage increased to 90 (was 60).- Meteor Strike: Damage increased to 300 (was 250).- Flame Crystal: Damage increased to 125 (was 100). Nature Rune Changes- Solar Roots: Damage increased to 60 (was 50).- Vile Thorns: Removed the 0.3 base multiplier. Grow effect increased to +100 damage (was +75) when it is the only Attack rune in your hand.- Woodland Spirit: Damage scaling increased to +50 per Support rune triggered this turn (was +45).Read full article on Community Announcements (rastabarkan)Patch NotesOfficial
Runeveil 0.6.1 Patch Notes - Tons of Visual Updates
Hello everyone, we are here with an early patch because we had a big visual update we couldn't wait to show you guys. Get into the game and try it out!UI & Visual Updates- Massive FX and UI overhaul to improve game feel and clarity.- Card triggers and effects are now highlighted and displayed much more clearly.- Damage and scaling numbers now physically fly to their correct targets/locations on screen.Chaos Wizard AdjustmentsThe only wizard we have receiving balance changes is Chaos. Curse is just very strong and easy to get through early game, which is unfair to all the other struggling mages.- Base Max Chaos increased by +1 (now 5). Starting Relic Adjustments- Fractured Obelisk: Gain +200 Max HP, 60% Gold gain, and +2 Max Chaos per stage (was +3 Max Chaos).- Perfected Obelisk: Gain +250 Max HP, 70% Gold gain, and +4 Max Chaos per stage (was +6 Max Chaos).Arcane Rune Changes- Bite The Dust (Curse): Damage gain reduced by 100 (now grants +200 damage).- Havels Burden (Curse): Shield gain reduced by 50 (now grants +200 Shield).- Parade of Demons (Curse): Base damage gain reduced by 15 (now grants +60 damage).- Polymorph (Curse): Reworked. No longer grants damage. Weak and Brittle debuffs increased to 5 (was 3). Now has Shatter.- Eldritch Blast (Curse): Damage gain per Curse reduced by 5 (now grants +30 damage per Curse).We are very curious what you think about the new effects and changes to Chaos Wizard, and we are excited to be cooking a new wizard for you meanwhile.Have fun and enjoy Runeveil!Read full article on Community Announcements (rastabarkan)Patch NotesOfficial
Runeveil 0.6.0 Patch Notes - NEW ARENA!
Hello everyone! Hope you guys are enjoying Runeveil and have finished the current challenges, because we are here with a new one! Our new arena, Gluttony, is here, along with a bunch of new enemy art. New Challenge! Time to get hungry.- New Arena Added: Gluttony- Arena Aura: Skipping a reward deals massive damage. Your deck HAS to be fat. Bosses and arena effects may Shatter or even Destroy runes.- New Bosses: - Stage 1: Sourlacc, The Maw - Stage 2: Tarrare, The Insatiable - Arena Boss: Bakasura, Sin of GluttonyStarting Relic AdjustmentsAll starting relics gain +50 max HP except Nature 1. Also, Nature will gain more gold.- Ember Catalyst: Gain +300 Max HP and 40% Gold gain per stage.- Everburning Catalyst: Gain +350 Max HP and 50% Gold gain per stage.- Seed of Life: Gain +500 Max HP and 35% Gold gain per stage.- World Tree Seed: Gain +750 Max HP and 35% Gold gain per stage.- Tidal Chime: Gain +250 Max HP, 45% Gold gain and +1 Starting Reroll per stage.- Frozen Bell: Gain +300 Max HP, 50% Gold gain and +2 Starting Reroll per stage.- Fractured Obelisk: Gain +200 Max HP, 60% Gold gain and +3 Max Chaos.- Perfected Obelisk: Gain +250 Max HP, 70% Gold gain and +6 Max Chaos.Standard Relic Adjustments- Alchemy Engine (Common): Shop cost reduced to 120 (was 150).- Wilting Tome (Common): Base damage increased to +450 (was +350). Damage reduction per cast increased to -45 (was -35).- Novice Wand (Common): Now grants +30 damage for every Armed rune trigger (was +25).- Vampire's Chalice (Rare): Healing on Last trigger increased to 200 HP (was 150).- Fungi Invasion (Common - Nature): Effect reworked. Now adds 1 Infected Mushroom on pickup. Infected Mushrooms have +25 more damage for each copy in the deck.RUNE CHANGESOnly buffs in this patch, especially for starting runes and some very unloved runesFire Rune Changes- Strike (Fire): Base damage increased by +5.- Blast (Fire): Base multiplier increased by +0.05.- Shield (Fire): Base shield increased by +5. Armed shield effect increa...Read full article on Community Announcements (rastabarkan)






